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Chrono Trigger - Printable Version

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RE: Chrono Trigger - Ton - 04-19-2013

It's not the size, it's how you use it the effects in the floor and wall. Capturing is the easy part. Keeping the colors consistent and in order and possibly having three identical sections with slightly different colors is what is stopping me.


RE: Chrono Trigger - Garamonde - 04-19-2013

I would say to just capture the different parts, recolor them and then stick them on but that is probably too much of a patience test? Tongue


RE: Chrono Trigger - Ton - 04-19-2013

Maybe. Tongue
I'll tackle the easier maps before I move to the super hard ones. Speaking of which, updated the first post with more map notes.


RE: Chrono Trigger - Ton - 04-19-2013

[Image: slashck.png]

Here's beta Slash. Everything outlined in green is the final version, not the beta. I don't know how to get him to turn around in this version, nor do I think he has the sword slash attack. They've got to be in the data though. Any suggestions?


RE: Chrono Trigger - TomGuycott - 04-19-2013

I had checked the wram and it seemed like there were some extra poses, but those poses i thought were extra were the hurt poses which you got no problem. Also I don't think I saw the jump slash.


RE: Chrono Trigger - Ton - 04-19-2013

I actually need every sprite facing "up." I just forgot to outline the hurt pose on that line. Oops.


RE: Chrono Trigger - TomGuycott - 04-19-2013

The WRAM is incredibly chaotic, but I DID manage to find these three poses. I didn't even find the correct shadow for the feet, though. I assume its the same as the final one, because almost everything else is identical.

No jumping pose as far as I saw, but I did find the makings for the hurt pose. Unfortunately, I ran out of patience. xD

[Image: Slash.png]


RE: Chrono Trigger - Ton - 04-20-2013

Whoo! The hurt post should just be a simple cut-and-paste job from here. I'll check it out.
Thanks!

EDIT: And it is. That just leaves his "facing upward" sprite.


RE: Chrono Trigger - TomGuycott - 04-20-2013

That was there too, but I could only find the hilt of the blade along with the actual frames of him standing. I think that might be because the blade is just mirrored from his forward facing sprite, but I could be wrong. The final version has a mirrored blade for both, but there IS a difference in several small pixels of shading.


RE: Chrono Trigger - Ton - 04-20-2013

Hmm, I wouldn't doubt it just being a mirrored sword. Maybe i'll have a look tomorrow... if the vsnes doesn't make my brain fizzle.


RE: Chrono Trigger - Davy Jones - 04-20-2013

If you have problems with the tiles from the MemViewer, feel free to post them.


RE: Chrono Trigger - Davy Jones - 04-20-2013

(04-18-2013, 05:46 PM)HandToeKnee Wrote: Wow, Chrono Trigger. I would like to help. But I can't remember how to use vsnes. It's been a long time since I ripped anything.
You import quicksaves from zsnes to use vSNES. There are four things you have to know:

- SceneViewer (Mowgli Symbol): Use it to separate backgrounds or view more of the map then zSNES shows you. This is useful because zSNES cuts off one pixel of the screen bottom in height and shows you a black line instead.

SceneViewer also allows you to separate sprites which are placed on other sprites (usually SFX or other separatable elements like mainchars/NPCs holding items).

- PalViewer: First box per row shows you a palette for MemViewer. Chars, Tiles, etc. have a certain amount of palettes.

- MemViewer: Shows you Chars, tiles, etc., but it is different for each game. Grid is 8x8 pixels, if you want to assemble them in your graphics program. You can't assemble the tiles since developers map with this 8x8-stuff. This goes only for characters which are usually NPCs, because the PCs are too big.

Note: MemViewer and PalViewer belong ALWAYS together. You can't use one of them without the other.

- General stuff: vSNES deactivates Mode 7, Screentone, Resizing, Rotation and Ripple Effects. It also separates for example characters with black outlines from a black screen.

Tonberry had this problem with Cool Spot, where the character shared the same colour as the background:
http://spriters-resource.com/snes/coolspot/sheet/46610
vSNES can also solve this "Frame blocked by Time Over text". Just separate it per SceneViewer -> Sprites

And this is the mentioned black line on the bottom of the screen:
http://spriters-resource.com/snes/coolspot/sheet/46428
Of course, vSNES can show you what the line hides.


RE: Chrono Trigger - TomGuycott - 04-20-2013

Vsnes is soooo useful, I really wish there was equivalents for all the major systems. Oh we'll, tile viewing is okay too.

Quick question: one of the CT pre release groups already on the site shows a beta winged ape. Does that actually exist in any pre release format, or was that a magazine scan or something?


RE: Chrono Trigger - Ton - 04-20-2013

It's been a while since I played the beta version, but I know a lot of hacking was involved to find most of the stuff (obviously). I don't remember seeing the beta winged ape, or I'm sure there would be a full sheet of it somewhere.

Do you have the ROM?

EDIT: Ok, the sword was similar enough in the final Slash sheet, that I just flipped it on the beta and added a little disclaimer. It's up.


RE: Chrono Trigger - Ton - 04-20-2013

Updated the first post.

Giant's Claw, Wish me luck.